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Untitled Document
 
 
  Roleplaying Tips Weekly E-Zine Issue #65
  How To Introduce New People To Roleplaying 
 
Contents: 
 
This Week's Tips Summarized
  How To Introduce New People To Roleplaying
  - Send Out Invitations 
  
 - Chat About Your Hobby 
  
 - Invite Spouses & Girl/Boyfriends 
  
 - Organize An "Introduction To RPGs" Workshop 
  
 - Invite People To Watch 
  
 - Spread The Word Using The Internet 
  
 - Be Open To Answering Questions 
  
 - Hook Them With The Story -- Not The Dice 
  
 - It's a Cooperative Game 
  
 - Reminisce About Great Campaigns 
  
Readers' Tips Summarized
  - Using Miniatures/Props To Enhance Cinematic Gameplay 
  
 - Multi-Tasking Through Non-Linear Play 
  
 - Tips For Converting A Fantasy Novel Into A Campaign 
  
Return to Contents 
 
A Brief Word From Johnn
Thanks For the Great Tips! 
I thought this would be a tricky issue to write because I was stumped for ideas 
on introducing new people to our favorite hobby. But, through last week's Tip 
Request, we have enough great tips now to fill two issues! Thanks, you guys and 
gals are awesome.  
I decided to split your tips up into two categories/issues: 
 
  - How to introduce new people to roleplaying (this week's issue) 
 
     
   - How to get new people hooked on roleplaying (next week's issue) 
  
Through Thick & Thin 
My group is finally gaming again tonight after a few consecutive cancelled sessions. 
I was getting pretty frustrated coordinating schedules and game dates only to 
have them cancelled last-minute. The solution for me was a player, Dan M. (thanks 
Dan!), stepping up and getting the job done. 
 
So I urge you, if your campaign is going through a bumpy period right now, stick 
with it. Look for alternate solutions and enlist your players' help--they want 
to play as much as you do. 
 
Warm regards, 
 
Johnn Four  johnn@roleplayingtips.com 
Return to Contents 
 
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Return to Contents 
 
How To Introduce New People To Roleplaying 
  - Send Out Invitations
 
     
    From: Ian M.  
     
    Hi Johnn,  
     
    I have been part of a fairly insular group for 20+ years, but my wife bought 
    me the new Star Wars RPG for Valentine's Day, and I am thinking of running 
    a game with all new players.  
     
    I identified several people who might want to give it a try, and I have made 
    up a flyer with several pics from the movies and made up my own captions, 
    e.g. the scene where Luke first gets his hands on a lightsaber with the caption 
    "hey, Hey, WATCH it with that thing!".  
     
    The text of the flyer is really an invitation. It starts out "YOU ARE INVITED 
    ..." with all the time and place stuff.  
     
    And then it goes on: "Okay, don't freak out on me here. This isn't a Star 
    Wars party--it's much worse than that. You're being invited to play a game. 
    Ever hear of Dungeons and Dragons? Good. We're not playing that. But we are 
    going to play a role playing game; the Star Wars Role Playing Game. Now, you 
    might be thinking "role playing games are NOT for me." Relax! No offense taken. 
    Just RSVP by saying "No way, man!" Or you might be thinking "well, maybe I 
    could try it, but I don't expect to LIKE it." Great! If you don't like it, 
    there is no obligation to keep playing in later game sessions. (Though that 
    IS how these games work--if enough people are interested, we would schedule 
    another session and pick up where we left off.) It's also okay to ask questions. 
    There, now was that so bad? If you decide to come, please bring a snack or 
    soft drink to share."  
     
    One more thing: I don't expect to get everybody I send the invitation to...[but] 
    if you can educate people in a non-threatening way, they will be that much 
    more open to trying it.  
     
    Johnn's 2 cents: 
    An invitation is a great idea! Paper or email based. It allows you to ask 
    people in a safe way. And people can digest the information privately as they 
    read it, there's no peer pressure to judge things.  
     
    I like Ian's use of humour in his invitation as well. If you can laugh at 
    yourself it shows confidence, which new players will pick up on and feel good 
    about. 
     
    Return to Contents 
     
     
   - Chat About Your Hobby
 
     
    From: Markus W.  
     
    Keep talking about your favourite hobby. Use every possible opportunity to 
    tell the people you know of your exploits in the world of role-playing. Emphasize 
    the stories and the adventures and the characters, not rules or systems.  
     
    Johnn:  
    If someone asks what you did last night, tell them you were playing a game 
    with some friends. The person will probably ask "what game?" and you then 
    have the option to chat about your hobby.  
     
    When chatting about roleplaying, leave out game-lingo. Adding to Markus' tip, 
    also emphasize the fun everyone had at the table. Tell the person if anyone 
    laughed 'till pop came out of their nose, or if anyone got so excited they 
    fell off their chair type of stories. People respond well to "fun and games" 
    conversation. 
     
    Return to Contents 
     
     
   - Invite Spouses & Girl/Boyfriends
 
     
    From: Markus W.  
     
    Now this is a risky one: make your players bring their girl/boyfriends, wives 
    or husbands. Admittedly many people in relationships have problems differentiating 
    between player and character, and consequentially cause atmospheric disturbances. 
     
     
    If, however, both can take pleasure in role-playing together, you've won a 
    new player who will certainly be a regular! The advantage is that no partner 
    will ever moan about the other spending too much time role-playing anymore. 
    I introduced my wife to role-playing myself and now she is as hooked as I 
    am, with no damage done to our relationship.  
     
    Johnn: 
    If your group doesn't mind, try to invite spouses and friends to watch for 
    a little while so that they better understand what you do and why you like 
    it. They'll feel more comfortable about spreading the word for you too. 
     
    Return to Contents 
     
     
   - Organize An "Introduction To RPGs" Workshop
 
     
    From: Maarten van B.  
     
    I GM'ed for several years in high school, but stopped when I went to study 
    abroad. A year or two after I came back, I wanted to get started again, but 
    I wasn't acquainted with any roleplayers at that time. I knew a few friends 
    who played RPGs on the computer, or who had read Lord of the Rings, but none 
    of them had ever heard of roleplaying games such as we discuss here.  
     
    So what I did was actually quite simple: I designed a nice flyer, with a small 
    but varied selection of fantasy pictures (battle, magic, elves etc.), added 
    a few hopefully inspiring lines of text in the spirit of "Ever wanted to know 
    what it would be like to..." (fill in the blank: live the life of an elf, 
    beat a powerful dragon, save a captured princess from an evil sorcerer etc.) 
    and announced that I would be holding a Roleplaying Game Day two weeks from 
    then. The programme for that day was quite simple:  
     
    
       
        | 10:00-11:00 | 
        Welcome drinks and a chance to ask preliminary questions | 
       
       
        | 11:00-11:30  | 
        Introduction to RPG by the GM (that would be me) | 
       
       
        | 11:30-13:30 | 
        Workshop 1: Creating a fantasy character (simplified 
          system) | 
       
       
        | 14:00-16:00 | 
        Workshop 2: Living in a fantasy world (a shorty introductory 
          adventure with the earlier created or a pre-made character). | 
       
       
        | 16:00- 18:00 | 
        Movie (which in my case, we never got around to) | 
       
     
     
     
    7 people showed up: a few of my friends, and a few of their friends as well; 
    they really enjoyed making characters and they enjoyed the following adventure 
    even more.  
     
    I hope this works for others as well.  
     
    (Tip: it's also important to gear your flyer and your workshops towards the 
    type of campaign you intend to run.) 
     
    Return to Contents 
     
     
   - Invite People To Watch
 
     
    From: Samir  
     
    When my gaming group gets low due to attrition (people moving away) I usually 
    ask the players to ask around their work place for new players. Most of the 
    time they come in with a new person or two and about 1/2 the time the person 
    stays with the group.  
     
    99% of the time a new person will state that they are only there to watch. 
    However, having been a GM/player for over 20 years I have determined that 
    being a spectator of a tabletop game is boring. I try to have a character 
    ready for any visitor to play.  
     
    Johnn: 
    This is a *great* way to get new people involved with your favorite hobby. 
    Asking them to watch is a safe way for them to learn what it's all about. 
    It's "try before you buy".  
     
    I have started many watchers off by asking them to play a minor NPC an hour 
    or two in the game--an NPC I've specifically planted for the purpose. I kept 
    the NPC simple yet interesting (i.e. a strong character hook) and gave them 
    a quiet personality to help the player feel comfortable.  
     
    Please ask your players before inviting people to watch though. Some groups 
    may feel uncomfortable roleplaying in front of spectators. If this is the 
    case, try having a "test" watcher--someone the whole group knows and feels 
    comfortable with. Ask the players after the session if having a spectator 
    bothered them at all. If not, ask them if you can invite a newbie.  
     
    It also really helps to seat watchers beside good roleplayers, or players 
    who have a lot of fun at games-- their enthusiasm will be contagious. 
     
    Return to Contents 
     
     
   - Spread The Word Using The Internet
 
     
    From: Joel M.  
     
    Use those handy online resources. My situation came about because I was unable 
    to find a role-playing group in the area and I used a message board that I 
    take part in to recruit players. Since we're scattered around the world we 
    play over IRC once a week. I specifically mentioned in my recruitment that 
    no experience with the game was needed to play. The advantage to doing it 
    this way is that you can get your message out to a lot of people who do not 
    typically play role-playing games and it beats hassling the people you know 
    who don't play or random strangers trying to recruit new players. 
     
    Return to Contents 
     
     
   - Be Open To Answering Questions
 
     
    From: Heather Grove 
    http://www.burningvoid.com  
     
    An excerpt, with permission, from The Burning Void Roleplaying Resources Newsletter, 
    Volume 1, Issue 6, Make the New Guy Welcome:  
     
    If someone asks you about roleplaying, take a few minutes to answer her questions. 
    We roleplayers can get defensive sometimes (with good reason, admittedly), 
    and we can confuse a genuinely interested party with someone who just wants 
    to ridicule us. Not to mention that some of the people who think they just 
    want to ridicule us actually find the hobby interesting once they know more 
    about it. Reacting badly doesn't make other people want to learn more.  
     
    Try to be polite to people who show an interest in your hobby. You don't have 
    to game with every one of them. You don't have to spend all of your time explaining 
    things to them. Just don't make them think of all roleplayers as snobbish 
    and irritating. You might collect a few links to web pages that you think 
    explain things well, and give those to people who ask you questions you don't 
    have time to answer.  
     
    If you're interested and have free time, make yourself available to answer 
    people's questions. 
     
    Return to Contents 
     
     
   - Hook Them With The Story -- Not The Dice
 
     
    From: Benedira 
    http://www.sanguinus.com  
     
    Hook them with a piece of a story, just like book jackets and movie trailers 
    do. Don't talk about dice or numbers or character sheets. [For example, on 
    an invitation]...give them a short but catchy cliff-hanger and then ask what 
    they'd do. People buy books to see what happens next, and trailers get them 
    to the movies to see what happens next - it will work the same way with RPG's. 
     
     
    Some friends and I tried this at a sci-con one year, to recruit players for 
    a LARP game that wasn't exactly science fiction. We knew we wouldn't have 
    enough players, and that we'd need to recruit more. We got a package of business 
    card stock from a local office supply house, then proceeded to type up 40 
    blurbs about potential characters. Every one that stopped by our table got 
    handed one of these cards, with an invitation to play. Of the forty we handed 
    out, 28 came to play. Only two of them asked for different cards.  
     
    The secret (I think) was that we didn't use role-playing words, or terms the 
    people wouldn't understand. We used common words just like authors would on 
    the back of a book cover, and always ended it with the question 'What do you 
    do now?' It worked great, and a lot of the new players were asking where they 
    could find out more about the game. 
     
    Return to Contents 
     
     
   - It's a Cooperative Game
 
     
    From: Suní M.  
     
    Recently me and some of my friends heard about D&D. We unfortunately only 
    had the source books and had no-one who had experience to help. I am the DM 
    and I have never played before now. But, I know one of the things you really 
    need to show someone who's just starting is that this is not a game you "Win". 
     
     
    Try and show them how the game is a lot like real life without a final big 
    boss to beat and the like.  
     
    Johnn: this is a great point because many people specifically enjoy 
    party or group games vs. winner-takes-all games. And many people do not realize 
    that you can make roleplaying a 100% co-operative and social game to enjoy 
    with friends. 
     
    Return to Contents 
     
     
   - Reminisce About Great Campaigns
 
     
    From: Michael  
     
    Have fun reminiscing like we roleplayers always do, but around your non-playing 
    friends. When they hear a story or two, and the cheer in your voices, they 
    are going to want to know more.  
     
    If they are a fantasy or sci-fi fan tell them the story of your whole campaign. 
    Sure this may take a few hours, so this is especially good to do during long 
    car rides, but start where the campaign really got exciting and tell it up 
    to the present or all the way to the end.  
     
    After hearing the whole amazing story from a veteran player they will be primed 
    to join in if they have any interest at all. Otherwise your game probably 
    isn't for them. If possible, have the player tell the story since they are 
    more likely to present it like a good book because they only remember the 
    exciting parts. Gamemasters tend to be bogged down in details and are full 
    of stories about what the players missed, or couldn't figure out. 
     
    Return to Contents 
  
 
Next Week's Tip Request:
"Character Questionnaires" 
Next week will be part II of the new roleplayers' series, as mentioned in the 
Brief Word From Johnn section. Any more tips on "How To Get New People Hooked 
On Roleplaying" are welcome! 
 
I thought I'd also skip ahead and request tips for Issue #67: Character Questionnaires. 
Background and personality type questions: 
 
  - Sample questions 
  
 - Links to web pages with questions 
  
 - How do you use these kinds of questions in your campaigns? 
  
Send your tips and ideas to:  johnnn@roleplayingtips.com 
Thanks!
 Return to Contents 
 
Readers' Tips Of The Week:
  
  - Using Miniatures/Props To Enhance Cinematic Gameplay
 
    From: KahnB 
    www.rollenspiel-club.de 
     
    Hi Johnn!  
     
    Once more I tip my hat to you for the great work you do on the roleplaying 
    tips weekly! They are great!  
     
    A little anecdote about how miniatures or tokens can enhance game play, not 
    only for tactical, but also cinematic reasons:  
     
    During a session we played, my player went into a large chamber, with a firepit 
    in the center of the room. A huge flame was burning in the pit. We put a burning 
    candle (like the ones you put in the little lanterns on graves) in the middle 
    of the floorplan to show where the pit was.  
     
    In fact, the flame was a fire elemental that attacked the group when they 
    opened a treasure chest (I think this was a Dungeon Magazine Adventure by 
    Jeff Grubb). A fight broke out and finally the players killed the elemental. 
     
     
    When the player landed his deadly blow, I didn't tell them, the fire elemental's 
    dead, I just got up and extinguished the candle... Cool effect! At first, 
    they needed a second to realize, what's up, then I heard a relieved sigh and 
    one player's voice: "It's dead, we extinguished it...." And after that, everyone 
    burst into laughter. It was a close fight, and the ritual act of extinguishing 
    the candle really gave it the final, cinematic touch..... 
     
     
     
    
   - Multi-Tasking Through Non-Linear Play
 
    From: Damien W. 
     
    Thanks for the newsletter. Great work!  
     
    On topic now. I'd like to mention an aspect of multitasking that people might 
    not have noticed. The real world isn't linear! Things don't happen in order, 
    and they don't line up for your attention. This is a particularly useful insight 
    for cinematic combat.  
     
    Think about an action movie. In an exciting scene, where the heroes are beset 
    by numerous perils at once, we have only a single viewpoint - but we still 
    manage to observe all the significant action. How? Because the camera skips 
    the bits we don't need to see. It's an idea that can apply to gaming, particularly 
    in a game where the rules are loose enough that the player's aren't in full 
    control. The GM can focus player attention from one crisis to another, partially 
    resolving one situation or leaving a cliffhanger to shift to a different character 
    or action.  
     
    Imagine a group of (fantasy) heroes in combat on a mountainside chock full 
    of cliffs and chasms and bad guys. [The GM]...breaks down the action, using 
    the 'movie viewpoint' idea. The GM describes the scene for all the players, 
    and gets their initial reactions.  
     
    At this point he picks one player and deals with their actions - not for a 
    single 'turn', but for two or three or five turns, or as long as is appropriate. 
    If the action is likely to be resolved without needing input from other players, 
    don't shift attention until the action is completed. Instead, make the other 
    players the audience, get them to share the excitement that the acting player 
    feels.  
     
    First, the players see the bad guys on the cliff path. Warrior types charge, 
    the thief type climbs and sneaks around the flank, the wizard type starts 
    to cast a spell. Bad guys prepare weapons and shoot arrows. At this point, 
    focus attention on the two PC warriors, and fight a few rounds of combat. 
    Ignore the other PCs until something changes - such as the enemy thief-type 
    preparing to jump the warriors from above. Here's your cliffhanger - tell 
    the warrior players about the threat, but don't let them act on it, because 
    their characters haven't been warned. Now it's the rogue PC's turn. Run some 
    rounds of climbing and sneaking checks, then have him discover the enemy ambusher 
    at the pivotal moment. You can bet that the fighter PCs will be cheering the 
    thief PC on as he out-sneaks the enemy sneaker.  
     
    It's a balancing act. Player actions will affect each other, so one player 
    can't get too far ahead in time. Also, you can't spend too long on one person, 
    or attention will wane. And it's a multitasking challenge. But properly handled, 
    this system can add a lot of unpredictability and excitement to combat. It 
    works best in a system with inbuilt flexibility (or with fluffy combat rules), 
    or in a systemless game. 
     
    Return to Contents 
     
     
    
   - Tips For Converting A Fantasy Novel Into A Campaign
 
    From: Cayne 
    cayneblackhand@zdnetonebox.com 
    http://www.angelfire.com/bc/cayneblackhand 
     
     
    For those people that are so inclined, here is a 'novel' way to run a campaign: 
    take your favorite novel and run it in your favorite game system.  
     
    Running a campaign based as closely as possible to the novel can be VERY challenging 
    though. I do not suggest that first time GM's try this technique. Hopefully, 
    I can assist in smoothing out some rough spots in the mechanics and planning. 
     
    
      - Select the story that you want to run carefully. Not every novel/story 
        is going to work for this task. You want to choose a fast-paced novel 
        with plenty of adventure. 
 
         
        For short campaigns, a stand alone novel may be the best choice. If a 
        large campaign is what you are after, then I suggest a series of novels 
        no less than three in number.  
         
        The largest factors in this process, in my opinion, is your excitement 
        level regarding the story and your familiarity with the storyline. The 
        single most important question one must ask themselves is this: Am I interested 
        enough in this storyline to see it through to the end? If the answer is 
        yes, then away you go.  
         
        One piece of advice that I would like to stress. Whatever you do, do not 
        let any of your players read the storybook(s) as you play them. Speaking 
        from experience, there was a fair amount of negative EXPs handed out to 
        the player with the big mouth in my campaign. Even a knowing grin from 
        the player can ruin a suspenseful moment for the other people involved. 
         
         
       - Something that really helped me when I ran a story as a campaign was 
        note taking. What I did when I had selected my story was to begin re-reading 
        it. As I read the story over again, I had on the table in front of me 
        a large pad of paper. As I read crucial points in the story, I made very 
        detailed notes on the circumstances. 
 
         
        Things that you might want to consider noting are:  
        
          - setting: where did the event occur? 
          
 - characters: who were the major characters involved? 
          
 - buildup: what lead to the occurrence? (refer to previous notes for 
            continuity) 
          
 - outcome: what important changes were brought about by the situation? 
          
 - potential hooks: what factors work to allow you to leave the game 
            suspenseful? 
        
  
         
        Another thing that I did was to read a set limit of chapters (depending 
        on the author's choice of chapter length). This enabled me to save my 
        writing hand and also made it easier to manage running the campaign.  
         
        As I planned to run the game once a week, I had a large space of time 
        to plan in advance. If you plan on running a game more than once a week, 
        prepare to spend a lot of time reading.  
         
        Taking care as to where/when to stop the game night is very important, 
        as the author most likely leaves hooks at the end of the chapters. Leave 
        the Half-elf hanging by his fingernails on the edge of a crumbling precipice 
        while his Gem of Godlike Powers falls out of his pocket and down into 
        the abyss. This will get your players foaming at the mouth for the next 
        game.  
         
       - Know your game system like the back of your hand. If you plan to incorporate 
        magic from the novel into your game, knowing the system of choice could 
        serve you very well in a tight spot where you need to make an out of the 
        blue amendment/decision. 
 
         
        I alleviated that problem by not allowing any magic-users in the party 
        (which was all for the better since the main magic-using character was 
        the antagonist of the story).  
         
        Converting magic items is equally important in that certain characters 
        in your story may well own or receive a special item throughout the course 
        of the game.  
         
        Remember that if one character receives the lion's share of items, it 
        is due to the storyline and not favouritism. If there are certain rivalries 
        in the group (rivalries not being a bad thing in themselves), you might 
        want to compensate for that by creating some minor items that would not 
        interrupt the continuity of the story.  
         
        Tip: If he does not get it in the story, do not give the Half-elf the 
        Gem of Godlike Powers unless you are prepared to deal with it.  
         
       - Try to match your players' playing techniques with the major qualities 
        of the characters in the story. Make a list with four columns. In the 
        first column, place the character's name. Column two is for the positive 
        character traits. Column three is for the negative aspects of the character. 
        The last column is for the player that best suits that character. 
 
         
        For now, I hope that this will give you some helpful suggestions to begin 
        converting your favorite story into a game that will run smoothly and 
        keep both you and your players excited. If you have any questions that 
        you would like to pose to me personally, you can send me an email. 
      
     
    For those that are curious, the story that I ran was Tad William's 'Green 
    Angel Tower' series. It was one of the most amazing campaigns that I have 
    ever run.  
     
    Happy gaming, Cayne 
     
    Return to Contents 
       
     
  
 
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